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Zgłoś problem z tłumaczeniem
I will state this again. Cassandra's job is to kill your colony. She will slowly chip away at you with small events that culminate in one final killer event that is designed to finish you off. If you have failed to counter her earlier attempts then you will be weakened to the point that you will fail and die. After that big event she takes a really long break and you begin to think that everything is cool. Then it all starts over again.
What you are failing to see is that you are getting exactly what you were promised. That is Cass. If she sees your colonists are catatonic then she is going to ram it up your ass and break it off. She is relentless pressure and she never stops.
If you want random then play Random Randy. His events are more like real life in that you never really know what he might throw at you. Three raids from different factions all at once, sure why not. He is an ♥♥♥♥♥♥♥ but he doesn't really care if he kills you or not. He is just doing his thing.
That is mostly correct. Difficulty is almost entirely just a multiplier on threat, and threat is based almost entirely off colony wealth. Colonists do have a wealth value, that wealth is reduced if they are sick or injured, but colonist wealth is generally trivial compared to overall colony wealth so having sick colonists is usually not going to make any noticeable difference in raid sizes.
There is no intelligence to the storytellers, they aren't "trying" to do anything, they aren't paying attention to what you are doing, there is no logic behind their rolls. A storyteller is a scheduled sequence of dice rolls, different storytellers have a different schedule, difficulty does not factor into any of these rolls, how you are doing does not factor into any of these rolls, Casandra will send 1-2 major threats at you every 10.6 days with a 1.9 day minimum cooldown, forever, the end.
Difficulty changes the scaling on those threats, that's pretty much it. Instead of a x0.6 multiplier it's a x1.0 or x2.0 or x5.0.
This is what I meant in my first post by understanding the difficulty system before playing on a higher difficulty. Your assumption is the game would play fair, or give you some considerations, it doesn't. Your colonist gets sick, that's not a factor of the storyteller or difficulty (difficulty does change some scaling of disease events), that's a biome event, and that's not going to slow down or noticeably weaken the raids. You can't take anything for granted and have to always be prepared for the worst.
There is only one way the game will ease off you, if a colonist is downed this reduces a value called adapt days, which will temporarily reduce the scaling of events. It doesn't slow them down or stop events, it just makes them a little weaker, then it bounces back to full a few days later.
OP, you've chosen a lone colonist as your starting group. ANYTHING which can incapacitate a pawn will screw you over, even without having selected Strive To Survive.
As someone who deals with mental health issues which get in the way of basic tasks, I understand your frustration at the pawn being unable to get stuff done because they're not coping with things. (You don't even want to know how long it took me to get a load of laundry done this morning IRL.)
But you have also specifically chosen a deliberately hard difficulty setting. Maybe you should ease back a step and enjoy the game, rather than metaphorically bashing your head against a wall*. Especially if you're going to disregard all warning signs indicating that success is not guaranteed AND you've deliberately chosen to accept all outcomes no matter how undesired by selecting a perma-death option.
You don't have anything you need to prove here, and this is Rimworld not Dark Souls. ^_^
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* Unless that's your 'thing' I guess.